517 lines
12 KiB
C++
517 lines
12 KiB
C++
#include "NN_GamePlayer.h"
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#include "ImagicDownManager.h"
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#include "NN_BigCardSprite.h"
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#include "ActionEx.h"
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#include "NN_CMD.h"
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#define HAND_CARD_SCALE (0.8f) // 手牌缩放比例;
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const Vec2 NN_GamePlayer::g_ptCardSpace = Vec2(197 * HAND_CARD_SCALE, 268 * HAND_CARD_SCALE);
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const Vec2 NN_GamePlayer::g_ptCardFirst = Vec2(-197 * HAND_CARD_SCALE / 2, 0);
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NN_GamePlayer::NN_GamePlayer(WORD wViewID, Layout* pRootLayout) :
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GamePlayer(NULL), m_bReady(false), m_cbViewID(wViewID), m_pRootLayout(pRootLayout)
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{
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zeromemory(m_aryHandCard, sizeof(m_aryHandCard));
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init();
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}
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NN_GamePlayer::~NN_GamePlayer()
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{
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}
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bool NN_GamePlayer::init()
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{
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//玩家昵称;
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m_pTxtNickName = static_cast<Text*>(m_pRootLayout->getChildByName("txtNickName"));
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CC_ASSERT(m_pTxtNickName!=nullptr);
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m_pTxtNickName->setString("");
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//工会名称;
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m_pTxtUnionName = static_cast<Text*>(m_pRootLayout->getChildByName("txtUnionName"));
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CC_ASSERT(m_pTxtUnionName != nullptr);
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m_pTxtUnionName->setString("");
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//头像;
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m_pSprHead = static_cast<Sprite*>(m_pRootLayout->getChildByName("head"));
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CC_ASSERT(m_pSprHead!=nullptr);
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m_pSprHead->setVisible(false);
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//积分;
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m_pTxtScore = static_cast<TextBMFont*>(m_pRootLayout->getChildByName("txtScore"));
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CC_ASSERT(m_pTxtScore != nullptr);
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m_pTxtScore->setString("");
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//筹码;
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m_pTxtChip = static_cast<TextBMFont*>(m_pRootLayout->getChildByName("txtUserChip"));
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CC_ASSERT(m_pTxtChip != nullptr);
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m_pTxtChip->setString("");
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//房主标志;
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m_pSprOwner = static_cast<Sprite*>(m_pRootLayout->getChildByName("owner"));
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CC_ASSERT(m_pSprOwner != nullptr);
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m_pSprOwner->setVisible(false);
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//庄标志;
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m_pSprZhuang = static_cast<Sprite*>(m_pRootLayout->getChildByName("zhuang"));
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CC_ASSERT(m_pSprZhuang != nullptr);
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m_pSprZhuang->setVisible(false);
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//准备标志;
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m_pSprReady = static_cast<Sprite*>(m_pRootLayout->getChildByName("imgReadyIcon"));
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CC_ASSERT(m_pSprReady != nullptr);
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m_pSprReady->setVisible(false);
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//牛标志;
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m_pArmatureSprCow = static_cast<Armature*>(m_pRootLayout->getChildByName("ArmatureType"));
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CC_ASSERT(m_pArmatureSprCow != nullptr);
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m_pArmatureSprCow->setVisible(false);
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//断线标志;
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m_pSprOffline = static_cast<Sprite*>(m_pRootLayout->getChildByName("offline"));
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CC_ASSERT(m_pSprOffline != nullptr);
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m_pSprOffline->setVisible(false);
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//出牌面板;
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m_pPanelHandCard = static_cast<Layout*>(m_pRootLayout->getChildByName("panelHandCard"));
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CC_ASSERT(m_pPanelHandCard != nullptr);
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// 获取每张手牌;
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for (uint8 i = 0; i < NN_MAX_COUNT; i++)
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{
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std::string strKey = StringUtils::format("cardNode_%d", i);
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auto cardNoe = static_cast<Node*>(m_pPanelHandCard->getChildByName(strKey));
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ASSERT(cardNoe != nullptr);
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if (cardNoe != nullptr)
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{
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m_aryHandCard[i] = new NNBigCardSprite(cardNoe, 0x0);
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m_aryHandCard[i]->setVisible(false);
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}
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}
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//聊天框背景;
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m_pImgChatView = static_cast<ImageView*>(m_pRootLayout->getChildByName("imgChat"));
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CC_ASSERT(m_pImgChatView != nullptr);
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m_pImgChatView->setVisible(false);
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auto panelChat = static_cast<Layout*>(m_pImgChatView->getChildByName("panelChat"));
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CC_ASSERT(panelChat != nullptr);
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//聊天内容;
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m_pTxtChatInfo = static_cast<Text*>(panelChat->getChildByName("txtMsg"));
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CC_ASSERT(m_pTxtChatInfo != nullptr);
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//语音气泡;
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m_pVoiceBubble = static_cast<Node*>(m_pRootLayout->getChildByName("voice"));
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CC_ASSERT(m_pVoiceBubble != nullptr);
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m_pVoiceBubble->setVisible(false);
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auto speek_bg = (Sprite*)m_pVoiceBubble->getChildByName("speek_bg");
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CC_ASSERT(speek_bg != nullptr);
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m_pSprVoiceAni = (Sprite*)speek_bg->getChildByName("voice_ing");
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CC_ASSERT(m_pSprVoiceAni != nullptr);
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return true;
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}
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void NN_GamePlayer::PlayerEnter()
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{
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setInfoVisible(true);
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std::string strHttp = GetHeadHttp();
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cocos2d::log("%s", strHttp.c_str());
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uint32 dwUserID = GetUserID();
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ImagicDownManager::Instance().addDown(m_pSprHead, strHttp, dwUserID);
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//showChatInfo(utility::a_u8("作用:让目标动作赋予反弹力,且以目标动作结束位子开始反弹"));
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}
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void NN_GamePlayer::PlayerLeave()
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{
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if (m_isAllowLeave)
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{
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setInfoVisible(false);
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setReadyVisible(false);
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setOfflineVisible(false);
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}
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}
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//显示玩家聊天内容;
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void NN_GamePlayer::showChatInfo(const std::string strChatString)
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{
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auto label = Label::createWithSystemFont(strChatString, "", 28);
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CC_ASSERT(label!=nullptr);
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m_pTxtChatInfo->setString(strChatString);
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const Size& labelSize = label->getContentSize();
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const Size& frameSize = m_pTxtChatInfo->getContentSize();
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int nRows = labelSize.width / frameSize.width;
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m_pImgChatView->setVisible(true);
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m_pTxtChatInfo->setPositionY(28.0f);
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auto callback = CallFunc::create([=](){
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m_pImgChatView->setVisible(false);
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});
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//有几行文字就向上移动几次;
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if (nRows > 0)
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{
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auto move = EaseSineInOut::create(MoveBy::create(0.4f, Vec2(0, labelSize.height)));
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auto seq = Sequence::create(DelayTime::create(2.5f), move, nullptr);
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m_pTxtChatInfo->runAction(Sequence::create(Repeat::create(seq, nRows), DelayTime::create(2.5f), callback, nullptr));
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}
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else
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{
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m_pTxtChatInfo->runAction(Sequence::create(DelayTime::create(2.5f), callback, nullptr));
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}
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}
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//显示语音气泡;
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void NN_GamePlayer::showVoiceBubble()
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{
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CC_ASSERT(m_pVoiceBubble != nullptr);
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m_pVoiceBubble->setVisible(true);
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// 启动帧动画;
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auto action = CSLoader::createTimeline("Games/NiuNiu/PlayerVoiceNode.csb");
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action->gotoFrameAndPlay(0);
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m_pSprVoiceAni->runAction(action);
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}
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//隐藏语音气泡;
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void NN_GamePlayer::hideVoiceBubble()
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{
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CC_ASSERT(m_pVoiceBubble != nullptr);
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m_pSprVoiceAni->stopAllActions();
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m_pVoiceBubble->setVisible(false);
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}
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//重置界面;
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void NN_GamePlayer::resetUI(bool bAll/* = false*/)
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{
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if ( bAll )
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{
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setInfoVisible(false);
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setReadyVisible(false);
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setOfflineVisible(false);
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}
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//下注信息;
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m_pTxtChip->setString("");
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//断线标志;
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m_pSprOffline->setVisible(false);
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//手牌面板;
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for (uint8 i = 0; i < NN_MAX_COUNT; i++)
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{
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m_aryHandCard[i]->setVisible(false);
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}
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m_pArmatureSprCow->setVisible(false);
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m_pSprZhuang->setVisible(false);
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}
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//玩家信息可见性;
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void NN_GamePlayer::setInfoVisible(bool bVisible)
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{
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CC_ASSERT(m_pSprHead!=nullptr);
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m_pSprHead->setVisible(bVisible);
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CC_ASSERT(m_pTxtNickName!=nullptr);
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m_pTxtNickName->setString(bVisible?GetNickName():"");
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m_pTxtNickName->setVisible(bVisible);
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CC_ASSERT(m_pTxtUnionName != nullptr);
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m_pTxtUnionName->setString(bVisible ? GetUnionName() : "");
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m_pTxtUnionName->setVisible(bVisible);
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CC_ASSERT(m_pTxtScore != nullptr);
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SCORE lGameScore = bVisible ? GetUserScore() : 0;
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if (lGameScore >= 0)
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{
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m_pTxtScore->setString(StringUtils::format(".%d", lGameScore));
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}
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else
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{
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m_pTxtScore->setString(StringUtils::format("/%d", std::abs(lGameScore)));
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}
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//m_pTxtScore->setString(utility::toString<SCORE>(lScore));
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m_pTxtScore->setVisible(bVisible);
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}
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//设置是否为房主;
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void NN_GamePlayer::setOwner(bool bOwenr)
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{
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CC_ASSERT(m_pSprOwner != nullptr);
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m_pSprOwner->setVisible(bOwenr);
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}
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//设置是否为庄家;
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bool NN_GamePlayer::setBankerVisible(bool bVisible)
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{
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CC_ASSERT(m_pSprZhuang!=nullptr);
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if (!m_pSprZhuang->isVisible())
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{
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float fscale = m_pSprZhuang->getScale();
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m_pSprZhuang->setScale(0.2f);
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auto actCardType = Sequence::create(Show::create(), EaseElasticOut::create(ScaleTo::create(0.8f, fscale)), nullptr);
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m_pSprZhuang->runAction(actCardType);
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m_pSprZhuang->setVisible(bVisible);
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return true;
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}
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return false;
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}
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//设置准备状态;
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void NN_GamePlayer::setReadyVisible(bool bVisible)
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{
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CC_ASSERT(m_pSprReady != nullptr);
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m_pSprReady->setVisible(bVisible);
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m_bReady = bVisible;
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}
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//设置断线状态;
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void NN_GamePlayer::setOfflineVisible(bool bVisible)
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{
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CC_ASSERT(m_pSprOffline != nullptr);
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m_pSprOffline->setVisible(bVisible);
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}
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//设置抢庄状态;
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void NN_GamePlayer::setRobIconVisible(bool bVisible)
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{
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//CC_ASSERT(m_pSprQiang!=nullptr);
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//if (bVisible)
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//{
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// m_pSprQiang->stopAllActions();
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// auto actRepeat = Repeat::create(Sequence::create(ScaleTo::create(0.3f, 0.5f), ScaleTo::create(0.3f, 1.5f), nullptr), 5);
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// auto act = Sequence::create(Show::create(), actRepeat, Hide::create(), nullptr);
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// m_pSprQiang->runAction(act);
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//}
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//else
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//{
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// m_pSprQiang->stopAllActions();
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// m_pSprQiang->setVisible(false);
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//}
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}
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//设置玩家手牌;
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void NN_GamePlayer::setHandCardData(uint8* pData, uint8 cbCount)
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{
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//CC_ASSERT(m_pPanelHandCard != nullptr);
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//if (pData == nullptr)
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//{
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// m_pPanelHandCard->setVisible(false);
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//}
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//else
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//{
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// m_pPanelHandCard->setVisible(true);
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//}
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//m_pPanelHandCard->removeAllChildren();
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////int iStartPosX = 0;
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////for (uint8 i = 0; i < cbCount; i++)
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////{
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//// NNBigCardSprite* pCardSprite = NNBigCardSprite::create(pData[i]);
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//// pCardSprite->setPositionX(iStartPosX);
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//// //pCardSprite->setPositionX(iStartPosX + 25 * i);
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//// m_pPanelHandCard->addChild(pCardSprite);
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//// if (i > 0)
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//// {
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//// pCardSprite->runAction(MoveBy::create(0.4f, Vec2(25 * i, 0)));
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//// }
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////}
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}
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//增加牌;
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void NN_GamePlayer::addCard(uint8 cbData, uint8 cbIndex)
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{
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CC_ASSERT(m_aryHandCard[cbIndex] != nullptr);
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if (m_aryHandCard[cbIndex] != nullptr)
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{
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m_aryHandCard[cbIndex]->updateUIData(cbData);
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}
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}
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//更新积分;
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void NN_GamePlayer::updateScore()
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{
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CC_ASSERT(m_pTxtScore != nullptr);
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SCORE lGameScore = GetUserScore();
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if (lGameScore >= 0)
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{
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m_pTxtScore->setString(StringUtils::format(".%d", lGameScore));
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}
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else
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{
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m_pTxtScore->setString(StringUtils::format("/%d", std::abs(lGameScore)));
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}
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//m_pTxtScore->setString(utility::toString<SCORE>(lScore));
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}
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//更新筹码;
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void NN_GamePlayer::updateUserChip(SCORE lChipScore)
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{
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CC_ASSERT(m_pTxtChip != nullptr);
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std::string strChipScore = StringUtils::format("x%d", lChipScore);
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m_pTxtChip->setString(strChipScore);
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}
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//显示牌型;
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void NN_GamePlayer::showCardType(int cbType)
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{
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if (cbType >= 0 && cbType <= NN_MAX_NIU_TYPE)
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{
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cocostudio::ArmatureAnimation* pArmature = m_pArmatureSprCow->getAnimation();
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if (pArmature != nullptr)
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{
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std::string strArmature = StringUtils::format("NNtype%d", cbType);
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pArmature->play(strArmature);
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m_pArmatureSprCow->setVisible(true);
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}
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}
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else
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{
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//m_pSprCow->setVisible(false);
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m_pArmatureSprCow->setVisible(false);
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}
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}
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//显示牌;
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void NN_GamePlayer::showCard(uint8 aryCardData[], uint8 cbCardCount)
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{
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//m_pPanelHandCard->removeAllChildren();
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for (uint8 i = 0; i < cbCardCount; i++)
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{
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CC_ASSERT(m_aryHandCard[i] != nullptr);
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if (m_aryHandCard[i] != nullptr)
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{
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m_aryHandCard[i]->updateUIData(aryCardData[i]);
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}
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}
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}
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//显示牌;
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void NN_GamePlayer::showCard(uint8 aryCardData[], uint8 cbCardCount, int cbType)
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{
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//m_pPanelHandCard->removeAllChildren();
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for (uint8 i = 0; i < cbCardCount; i++)
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{
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//addCard(aryCardData[i], cbType);
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CC_ASSERT(m_aryHandCard[i] != nullptr);
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if (m_aryHandCard[i] != nullptr)
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{
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m_aryHandCard[i]->updateUIData(aryCardData[i]);
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}
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}
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showCardType(cbType);
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}
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//提示牛;
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void NN_GamePlayer::tipCard(NN_CMD_S_OpenCard &stOpenCard)
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{
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if ((NIU_TYPE_1 <= stOpenCard.cbCardType) && (stOpenCard.cbCardType <= NIU_TYPE_10))
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{
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for (uint8 i = 0; i < NN_MAX_COUNT - 2; i++)
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{
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uint8 cbCardData = stOpenCard.cbCardData[i];
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for (uint8 j = 0; j < NN_MAX_COUNT; j++)
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{
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CC_ASSERT(m_aryHandCard[j] != nullptr);
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NNBigCardSprite* pCardSprite = m_aryHandCard[j];
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if (pCardSprite != nullptr && pCardSprite->getCardData() == cbCardData && !pCardSprite->isShoot())
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{
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pCardSprite->shootCard();
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break;
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}
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}
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}
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}
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}
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//获取头像位置;
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const Vec2 NN_GamePlayer::getHeadPos()
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{
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CC_ASSERT(m_pSprHead!=nullptr);
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Vec2 pos = m_pSprHead->convertToWorldSpace(Vec2(m_pSprHead->getContentSize().width/2, m_pSprHead->getContentSize().height/2));
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return Vec2(pos.x, pos.y);
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}
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//获取手牌位置;
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const Vec2 NN_GamePlayer::getHandCardPos(uint8 index)
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{
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CC_ASSERT(m_aryHandCard[index]);
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return m_aryHandCard[index]->getPosition();
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}
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//转换到世界坐标系;
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Vec2 NN_GamePlayer::convertToWorldSpace(const Vec2& nodePoint) const
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{
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CC_ASSERT(m_pRootLayout != nullptr);
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return m_pRootLayout->convertToWorldSpace(nodePoint);
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}
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//增加子节点;
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void NN_GamePlayer::addChild(Node* pNode)
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{
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CC_ASSERT(m_pRootLayout != nullptr);
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m_pRootLayout->addChild(pNode);
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}
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void NN_GamePlayer::upPlayerState()
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{
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//状态发生改变的用户;
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uint8 cbUserStatus = GetUserStatus();
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switch (cbUserStatus)
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{
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case US_SIT:
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{
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break;
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}
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case US_READY:
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{
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setReadyVisible(true);
|
|
setOfflineVisible(false);
|
|
break;
|
|
}
|
|
case US_PLAYING:
|
|
{
|
|
setReadyVisible(false);
|
|
setOfflineVisible(false);
|
|
break;
|
|
}
|
|
case US_OFFLINE:
|
|
{
|
|
setOfflineVisible(true);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|